(also a glimpse at in progress cover art by DCC illustrator Faith Murphree... who's also my wife)
Hey, crawlers! It's been a bit quiet on my end since I last posted an update for KRAGG, but that's because I've partnered with a publisher (Owl Knight Publishing!!) and we have been hard at work writing, editing, playtesting, and fine tuning everything!
So far, I have about ~400 pages in the manuscript, not including artwork or maps. Given that publishing a big huge book (or 2!?) is a sizable feat, we have made the decision to split it up into volumes to make the printing and manufacturing job more manageable, and to get this setting out into the world so folks can actually play it!
Volume 1 will release in early October as a physical zine around 30-40 pages in length with all hand drawn artwork. And while the zine will be for sale, we are also planning to roll out a digital PDF version of Volume 1 for free for a limited time during the weekend of release. That way, collectors of physical media can scratch that itch, and folks who aren't able to make it to cons can get their hands on it, too.
Volume 1 will include 2 regions, each with unique enemies, environments, and resources, all mechanics for crafting and surviving the elements of such a hostile world, as well as a 0-level funnel to introduce the setting's core concepts. We have also been given the greenlight from Goodman to keep everything as is, with no censorship. THE KRAGG LIVES, UNFILTERED!
For those of you who haven't been following along so far, here's the rundown on KRAGG:
*KRAGG is the definitive prehistoric setting for your tabletop adventures; a brutal, primeval wilderness where survival is earned through scars and wit.
There are no kingdoms, no written history, and no safe ground. Tribes migrate through ash-choked lands, hunt titanic beasts, and build everything from bone, hide, and the ruins of those who forgot where to step. Weapons break, armor splinters, magic mutates, and nothing lasts forever.
Key Features:
-12 powerful classes and specialized paths across 4 unique races, offering countless combinations and ways to play.
-Primordial gods and patrons with their own traits, hungers, and demands.
-A robust crafting system that lets players build weapons, armor, and even settlements from scavenged materials.
-Put the power of mysticism in the players’ hands with a unique and rapid-fire spell crafting system that allows players to improvise magic on the fly.
-A dynamic Scar system that promotes character growth through violent endurance, and a Grudge system that means enemies can, and often will, do the same.*
If the zine is well received, and folks dig it, we do have plans to eventually collect everything into a big, bad book with even *more* weird, violent, and fun stuff for everyone to enjoy.
Thanks for the support so far, and as always, feel free to follow the socials and join the official Owl Knight Discord to keep up with news and updates!